• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By fs1
      I have been trying to see how the ID3DInclude, and how its methods Open and Close work.
      I would like to add a custom path for the D3DCompile function to search for some of my includes.
      I have not found any working example. Could someone point me on how to implement these functions? I would like D3DCompile to look at a custom C:\Folder path for some of the include files.
    • By stale
      I'm continuing to learn more about terrain rendering, and so far I've managed to load in a heightmap and render it as a tessellated wireframe (following Frank Luna's DX11 book). However, I'm getting some really weird behavior where a large section of the wireframe is being rendered with a yellow color, even though my pixel shader is hard coded to output white. 

      The parts of the mesh that are discolored changes as well, as pictured below (mesh is being clipped by far plane).

      Here is my pixel shader. As mentioned, I simply hard code it to output white:
      float PS(DOUT pin) : SV_Target { return float4(1.0f, 1.0f, 1.0f, 1.0f); } I'm completely lost on what could be causing this, so any help in the right direction would be greatly appreciated. If I can help by providing more information please let me know.
    • By evelyn4you
      i try to implement voxel cone tracing in my game engine.
      I have read many publications about this, but some crucial portions are still not clear to me.
      At first step i try to emplement the easiest "poor mans" method
      a.  my test scene "Sponza Atrium" is voxelized completetly in a static voxel grid 128^3 ( structured buffer contains albedo)
      b. i dont care about "conservative rasterization" and dont use any sparse voxel access structure
      c. every voxel does have the same color for every side ( top, bottom, front .. )
      d.  one directional light injects light to the voxels ( another stuctured buffer )
      I will try to say what i think is correct ( please correct me )
      GI lighting a given vertecie  in a ideal method
      A.  we would shoot many ( e.g. 1000 ) rays in the half hemisphere which is oriented according to the normal of that vertecie
      B.  we would take into account every occluder ( which is very much work load) and sample the color from the hit point.
      C. according to the angle between ray and the vertecie normal we would weigth ( cosin ) the color and sum up all samples and devide by the count of rays
      Voxel GI lighting
      In priciple we want to do the same thing with our voxel structure.
      Even if we would know where the correct hit points of the vertecie are we would have the task to calculate the weighted sum of many voxels.
      Saving time for weighted summing up of colors of each voxel
      To save the time for weighted summing up of colors of each voxel we build bricks or clusters.
      Every 8 neigbour voxels make a "cluster voxel" of level 1, ( this is done recursively for many levels ).
      The color of a side of a "cluster voxel" is the average of the colors of the four containing voxels sides with the same orientation.

      After having done this we can sample the far away parts just by sampling the coresponding "cluster voxel with the coresponding level" and get the summed up color.
      Actually this process is done be mip mapping a texture that contains the colors of the voxels which places the color of the neighbouring voxels also near by in the texture.
      Cone tracing, howto ??
      Here my understanding is confus ?? How is the voxel structure efficiently traced.
      I simply cannot understand how the occlusion problem is fastly solved so that we know which single voxel or "cluster voxel" of which level we have to sample.
      Supposed,  i am in a dark room that is filled with many boxes of different kind of sizes an i have a pocket lamp e.g. with a pyramid formed light cone
      - i would see some single voxels near or far
      - i would also see many different kind of boxes "clustered voxels" of different sizes which are partly occluded
      How do i make a weighted sum of this ligting area ??
      e.g. if i want to sample a "clustered voxel level 4" i have to take into account how much per cent of the area of this "clustered voxel" is occluded.
      Please be patient with me, i really try to understand but maybe i need some more explanation than others
      best regards evelyn
    • By Endemoniada

      Hi guys, when I do picking followed by ray-plane intersection the results are all wrong. I am pretty sure my ray-plane intersection is correct so I'll just show the picking part. Please take a look:
      // get projection_matrix DirectX::XMFLOAT4X4 mat; DirectX::XMStoreFloat4x4(&mat, projection_matrix); float2 v; v.x = (((2.0f * (float)mouse_x) / (float)screen_width) - 1.0f) / mat._11; v.y = -(((2.0f * (float)mouse_y) / (float)screen_height) - 1.0f) / mat._22; // get inverse of view_matrix DirectX::XMMATRIX inv_view = DirectX::XMMatrixInverse(nullptr, view_matrix); DirectX::XMStoreFloat4x4(&mat, inv_view); // create ray origin (camera position) float3 ray_origin; ray_origin.x = mat._41; ray_origin.y = mat._42; ray_origin.z = mat._43; // create ray direction float3 ray_dir; ray_dir.x = v.x * mat._11 + v.y * mat._21 + mat._31; ray_dir.y = v.x * mat._12 + v.y * mat._22 + mat._32; ray_dir.z = v.x * mat._13 + v.y * mat._23 + mat._33;  
      That should give me a ray origin and direction in world space but when I do the ray-plane intersection the results are all wrong.
      If I click on the bottom half of the screen ray_dir.z becomes negative (more so as I click lower). I don't understand how that can be, shouldn't it always be pointing down the z-axis ?
      I had this working in the past but I can't find my old code
      Please help. Thank you.
    • By turanszkij
      I finally managed to get the DX11 emulating Vulkan device working but everything is flipped vertically now because Vulkan has a different clipping space. What are the best practices out there to keep these implementation consistent? I tried using a vertically flipped viewport, and while it works on Nvidia 1050, the Vulkan debug layer is throwing error messages that this is not supported in the spec so it might not work on others. There is also the possibility to flip the clip scpace position Y coordinate before writing out with vertex shader, but that requires changing and recompiling every shader. I could also bake it into the camera projection matrices, though I want to avoid that because then I need to track down for the whole engine where I upload matrices... Any chance of an easy extension or something? If not, I will probably go with changing the vertex shaders.
  • Advertisement
  • Advertisement
Sign in to follow this  

DX11 So How Do I Render Font? (Dx11)

This topic is 646 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello. I've been searching for quite some time for replacement of d3d9 font interface in dx11. Sadly such thing does not exist, and so i have a lot to choose from. GDI, Direct2D shared surfaces, and the font textures with given uv for every letter. I would like to ask several questions before i actually do coding, to be sure i am not doing it wrong :)


From what i read and saw in tuts, GDI and Direct2D is pain to set up with all that shared surfaces, and they reduce performance significantly,  but they offer convenient function which takes const char* and print the text.


The second option, with font texture works just like any other texture, but should be used with ortho matrix to render in 2d. But now i have to print letter by letter and I am afraid I dont know how to do it efficiently (i speak about sending data to gpu right now).

I will have to constantly update x and y location for every letter in every sentence to be printed? I assume no kerning, every letter got the same fixed size, like in visual studio or notepad. So i have to somehow be able to send variadic ammount of letters to vertex shader (or assume max sentence size) but I cant really "see it".


How do i make it work without making it too heavy?

Share this post

Link to post
Share on other sites

It's probably faster than an unoptimized hand-rolled font texture implementation, but slower than one that's optimized for your specific scenario. Instead of asking if it's fast enough, try it out and see if it's fast enough for your purposes?

Share this post

Link to post
Share on other sites

Im implementing it at the moment. Well, i will have to print out chat box every frame, characters stats etc. Its not too much, but its not little either. I will report back soon :)

Share this post

Link to post
Share on other sites

DirectWrite ought to be plenty fast unless you find a performance hole to step in, its used pretty extensively throughout Windows 10 for text rendering.

Share this post

Link to post
Share on other sites

I am reading thorugh braynzarsoft tutorial. There is so much stuff just to render the font

ID3D10Device1 *d3d101Device;
IDXGIKeyedMutex *keyedMutex11; 
IDXGIKeyedMutex *keyedMutex10; 
ID2D1RenderTarget *D2DRenderTarget; 
ID2D1SolidColorBrush *Brush; 
ID3D11Texture2D *BackBuffer11; 
ID3D11Texture2D *sharedTex11; 
ID3D11Buffer *d2dVertBuffer; 
ID3D11Buffer *d2dIndexBuffer; 
ID3D11ShaderResourceView *d2dTexture; 
IDWriteFactory *DWriteFactory;
IDWriteTextFormat *TextFormat;

Is it REALLY that much required to have directwrite working?

Share this post

Link to post
Share on other sites

When i wrote that tutorial, dx11 was not directly compatible with d2d, and you had to create a d3d10 device to work with d2d.


Since d3d 11.1 came out, you don't need to create a d3d 10 device from what i understand, and d3d 11 working with d2d is much easier, so i would not suggest following that tutorial for rendering text sadly

Edited by iedoc

Share this post

Link to post
Share on other sites

I noticed that most of these things are no longer necessary :) You are the most helpful person on the internet sir :)

Share this post

Link to post
Share on other sites

DirectDraw works ALMOST fine. The DrawText method asks for rectanlge to render the text in, but when the text is too long it renders in newline, or even goes out of bounds... Is there any way to prevent it?





I set box with 50 width,height. Can i somehow force the draw to stop drawing out of box?

Thats the code

void Font::Draw(const wchar_t* text, float left, float top, float right, float bottom)
    d2dRenderTarget->DrawTextW(text, wcslen(text), textFormat, D2D1::RectF(left, top, right, bottom), brush);

Oh i did not notice default parameters in DrawtextW.... :)

typedef enum  { 
  D2D1_DRAW_TEXT_OPTIONS_NO_SNAP            = 0x00000001,
  D2D1_DRAW_TEXT_OPTIONS_CLIP               = 0x00000002,
  D2D1_DRAW_TEXT_OPTIONS_NONE               = 0x00000000,

Now it clips

Edited by QQemka

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement